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69 commits

Author SHA1 Message Date
Andrei Kortunov
0c7ddd3938 Remove redundant qualifiers 2021-04-14 09:02:20 +04:00
Andrei Kortunov
bce6effe95 Fix uninitialized variables in the LightManager 2021-04-14 08:20:23 +04:00
glassmancody.info
531a6e1979 Code review fixes, remove implicit GLSL casts 2021-04-13 11:09:54 -07:00
glassmancody.info
92033bca64 Fixed error in calculating viewspace sun dir, minor cleanup 2021-04-13 11:09:49 -07:00
glassmancody.info
9e80091aff clear up force shaders and make it less convoluted 2021-04-13 11:09:49 -07:00
glassmancody.info
8ce65232ff fix race condition with sun uniform 2021-04-13 11:09:49 -07:00
glassmancody.info
d4e7d25d14 Make life not suck for whoever wants to edit lighting shaders 2021-04-13 11:09:49 -07:00
glassmancody.info
eecb9886a9 Shader cleanup, fix indicies 2021-04-13 11:09:49 -07:00
glassmancody.info
4ba473b684 Finalize settings, torch fix 2021-04-13 11:09:49 -07:00
glassmancody.info
71c30a31df in-game settings, some require restart 2021-04-13 11:09:49 -07:00
glassmancody.info
3d713e8602 Fix incorrect minimum ambient 2021-04-13 11:09:49 -07:00
glassmancody.info
d195602a9d Switch to shared layout, some rewording 2021-04-13 11:09:35 -07:00
glassmancody.info
690995988b More formatting, OpenCS cells are unbroken 2021-04-13 11:09:35 -07:00
glassmancody.info
328ec85757 Code review cleanup, add setting documentation 2021-04-13 11:09:35 -07:00
glassmancody.info
05a5cee132 Brighter point lights and light fade 2021-04-13 11:09:35 -07:00
glassmancody.info
43ac32921c Rewrite, support different lighting methods 2021-04-13 11:09:19 -07:00
glassmancody.info
9d9074c244 Add shared UBO 2021-04-13 11:07:48 -07:00
glassmancody.info
dda735c54a initial commit 2021-04-13 11:06:16 -07:00
Andrei Kortunov
8084a336b5 Replace zeroes and nulls by nullptrs 2020-11-29 11:14:07 +04:00
Alexei Dobrohotov
53f91a3aa5
Merge pull request #3018 from akortunov/emplace
Use emplace_back instead of push_back
2020-11-01 01:58:56 +03:00
Andrei Kortunov
065ed5138e Use emplace_back instead of push_back 2020-10-18 10:27:35 +04:00
Andrei Kortunov
8ca3c3b123 Mark overrided methods by override keyword 2020-10-16 22:18:54 +04:00
bzzt
1a65adacdd Do not allocate dummy LightStateAttribute's for every stateset 2019-03-30 21:36:08 +04:00
Andrei Kortunov
b466bfee40 Enable light sources directly to avoid virtual calls 2019-03-21 10:27:50 +04:00
bzzt
8c649f05e6 Don't reallocate light list vector unnecessarily 2019-02-27 00:12:14 +03:00
AnyOldName3
4438ab4493 Use CullVisitor traversal mask for light manager. 2019-01-24 22:42:23 +00:00
Andrei Kortunov
e06f0b797a Replace all NULLs to nullptr 2018-10-09 10:21:12 +04:00
Bret Curtis
f0b21cca22 use own inline hash_combine function 2017-06-12 00:32:28 +02:00
Bret Curtis
154d7cffa2 replace and purge boost::function 2017-06-09 19:08:53 +02:00
scrawl
34130fc5cc Fix handling in LightListCallback when the node is not a Group 2017-03-14 19:27:55 +01:00
scrawl
b78a9f89af Refactor LightListCallback to allow for integration in custom Drawables. 2017-03-14 19:27:55 +01:00
scrawl
4aa40d16bc Increase the importance of light radius when sorting lights (Bug #2759) 2017-02-21 04:32:59 +01:00
scrawl
67e4a7e37b Change some osg::clone's to direct copy constructor to avoid dynamic_cast overhead 2017-02-09 04:51:20 +01:00
scrawl
839928e210 Fix light data being reset for the wrong light 2017-02-09 02:46:30 +01:00
scrawl
c00532d82d Add LightStateCache to avoid redundantly setting the same gl_Light
Normally, osg::State would do this for us (via lastAppliedAttribute), but since we're using a custom StateAttribute to apply all lights at once, we have to track ourselves.

Further reduction of GL calls in a typical scene by ~2%
2017-02-07 23:37:57 +01:00
scrawl
4d4dc1b9c1 Add specialized DisableLight state attribute for more efficient undoing of light state
Seems to reduce # of GL calls by 10-15% in a typical scene.
2017-02-07 23:01:36 +01:00
scrawl
34deb6e7b1 Add 'showSceneGraph' command to export the scene or a particular object to .osgt for debugging purposes 2017-02-01 06:00:14 +01:00
MiroslavR
11565b5966 Make actors with non-portable lights in inventory glow (Closes #2042, #3338) 2016-10-08 23:17:12 +02:00
scrawl
174dd82894 Manually apply the osg::Light state
Reduce the amount of virtual function calls. Don't use the osg::Light's lightNum. Don't set spotlight state that we're not using (yet).
2016-03-11 15:43:20 +01:00
scrawl
f898bf493f Don't use Geodes 2016-03-10 13:17:01 +01:00
scrawl
90a99991d1 Use empty() instead of !size() 2016-02-22 19:06:12 +01:00
scrawl
3e854a84a2 Slightly more efficient applying of light state 2016-02-18 19:37:57 +01:00
scrawl
f93b7ec943 Fix light state issue
GLSL does not respect gl_Disable(GL_LIGHTX), so we have to set unused lights to zero.

Sadly, this change makes the applying of the modelView matrix less efficient. So far I couldn't find a better solution, osg's state tracker keeps getting in the way. :(
2016-02-18 19:37:57 +01:00
scrawl
9376811213 Vertex lighting shader 2016-02-18 19:37:57 +01:00
scrawl
93cc08a09c Lighting fix for LightListCallbacks attached to a Transform node 2016-01-11 23:10:16 +01:00
scrawl
438b30d6f0 Move configureLight to a separate file 2016-01-11 23:10:16 +01:00
scrawl
4a9b37aa53 Fix copy constructor issue 2015-12-04 18:08:32 +01:00
scrawl
8e9571d155 Double buffer the light StateAttributes and StateSets
Fixes a race condition where the position of a light could jump a frame ahead.
2015-12-04 00:06:22 +01:00
scrawl
1b77428c59 Use const reference, thanks ace13 2015-11-24 03:42:35 +01:00
scrawl
fc7456e0a1 Explicitely opt for float matrices in performance critical places 2015-11-22 19:54:27 +01:00